Mathematics has a lot of negative stigma in society caused by the delivery of less interactive learning materials that makes many people not interested in studying mathematics. Educational games can be an option to create an interactive learning media. This study aimed to develop a mobile visual novel game for mathematics subjects, especially definite integral in order to increase interest in learning mathematics. Visual novel is used as a media to emphasise interactivity by delivering a story inside a game. This research investigates the level of immersion and behavioural intention to use using Hedonic-Motivation System Adoption Model (HMSAM). Evaluation was conducted using questionnaires with 46 students as respondents. The results showed that the application was able to increase students’ interest in learning mathematics. This is indicated by the level of behavioural intention to use of 84.28% which states that students strongly agree that the game is able to increase the reusability of the application. In addition, the game obtained 82.09% for the immersion aspect, showing that students alsostrongly agree that the game is able to make the players get carried away.
The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by using pencak silat’s movement corresponding to the incoming object. The movements used in this game are “pukulan lurus”, “pukulan sangkal”, “tebangan”, and “dobrakan”. We evaluate this game by using Hedonic-Motivation System Adoption Model or HMSAM modelling to determine the satisfaction level of the player. The behavioral intention to use and immersion obtained by using HMSAM are 78.61% and 77%, respectively
Tourism is an important factor for the development of a country. Tourism can be used as a promotion to introduce natural beauty and cultural uniqueness. Government needs to predict how many tourists will come every year to do a planning. Therefore, an application is needed to help to predict the arrival of tourists in each country. In this paper, we use Weighted Exponential Moving Average (WEMA) method to predict the arrival of tourist, tourism expenditure in the country, and departure using data from 2008 to 2018. Error measurement is calculated using the Mean Absolute Percentage Error (MAPE). The result shows that the lowest average MAPE on arrival data with span 2 is at 3.28. The lowest average MAPE on tourism expenditure data with span 2 is at 3.99%. The result shows that the lowest average MAPE on departure data with span 2 is at 3.63%.
Penjualan mobil di Indonesia terus meningkat tiap tahunnya. Pada tahun 2009 terdapat 7,9 juta unit mobil di Indonesia dan pada 2016 telah mencapai 14,6 juta unit. Peningkatan penjualan kendaraan disebabkan oleh meningkatnya permintaan pasar. Namun demikian, tidak semua calon pembeli mengetahui mobil mana yang akan dibeli dan yang sesuai kebutuhannya. Peningkatan permintaan dari konsumen juga menyebabkan munculnya tipe-tipe mobil dengan kriteria inovatif untuk menarik calon pembeli. VIKOR merupakan algoritma yang cukup baik dalam pemecahan sistem rekomendasi dengan multi criteria. Oleh karenanya, algoritma VIKOR diterapkan di sini dengan menggunakan PHP dan framework CodeIgniter. Uji coba dilakukan dengan meminta tiga puluh responden untuk mengisi kuesioner EUCS yang mengukur kepuasan pengguna terhadap sistem yang dibangun. Hasil uji coba mendapatkan nilai persentase EUCS sebesar 77,167% yang tergolong dalam predikat baik.
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